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CvUnit.h 1 * 

CvXMLLoadUtilitySet.cpp 4 !HARD! not updated

CvUnit.h - canPromote - extra argument
CvInfos.cpp - CvTechInfo::read - // Specialist Yields and Commerce Changes (updated but it's split in 2 loads in BtS, maybe it should go in 2nd load?)
CvInfos.cpp - CvFeatureInfo::read - // City Planet Value (updated but some code was removed in BtS, change of XML structure?)
CvUnit.cpp - line 1062 CvUnit::updateCombat changes in iDefenderStrength, iDefenderFirepower, iDefenderOdds etc. will not work as it is now
CvUnit.cpp - line 7374 - CvUnit::maxCombatStr - should work but many changes there
CvUnit.cpp - collateralCombat, rangeCombatDamage, Air Combat (new) doesn't benefit from new damage types/promotions
CvGlobals.h - m_paSpecialAbilityCategoryInfo should be a vector like other things in BtS?

CyPlayerInterface1.cpp, CyCityInterface1.cpp - fatal error C1067: compiler limit : debug information module size exceeded

ImprovementInfo:
CvGlobals.cpp line 1753 - getNumImprovementInfos()
CvGame.cpp line 9356 - CvGame.read()
CvInfos.cpp line 8840 - loads m_piImprovementFreeSpecialist

City Planet value: each pop should give -1 Planet. each net positive Planet should give +1 culture

CvGlobals::cacheGlobals() - caches globals //getDefineInt etc.
CvGame::createBarbarianUnits(), <Domain>DOMAIN_SEA</Domain>
CvGameTextMgr.cpp line 4064 - getText (breakpoint and check where it goes?)
CvPlayer::canTrain() - if a unit can be built
CvXMLLoadUtility::InitUnitDefaults()

Plot:
getNearestLandPlotInternal()
isOceanCoastalPlot()

isRevealedGoody()
isFriendlyCity()
isVisibleEnemyDefender()
isVisibleEnemyUnit()

getTechPrereq, getTechReveal

CvCity::processBonus()

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